• Title/Summary/Keyword: printing culture

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A study of the color reproducibility and color fastness of digital textile printing for nylon sublimation transfer (나일론 승화전사 디지털 프린팅의 컬러 재현성 및 견뢰도에 관한 연구)

  • Choi, Gyung-Me;Kim, Ki-Hoon
    • The Research Journal of the Costume Culture
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    • v.26 no.5
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    • pp.754-763
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    • 2018
  • This study examined the color reproducibility and color fastness of digital textile printing for nylon sublimation transfer. After measuring the temperature and time suited to nylon sublimation transfer, the researchers conducted various tests for comparison and analysis including polyester transfer paper on polyester fabric to check dyeing characteristics, color change, sharpness, and the rubbing fastness of the dyeing samples for nylon sublimation transfer. These tests produced the following results. At $185^{\circ}C$ and $187^{\circ}C$, the sublimation transfer dyeing characteristics of nylon were similar to those of polyester and the researchers even observed superior color development in some colors; at a low temperature of $180^{\circ}C$, the sample that was worked on had the lowest level of color development. The examination of color difference (${\Delta}E$), which compared $L^*a^*b^*$ values, showed that the ${\Delta}E$ value of magenta was 10.34, that of yellow was 24.70, and that of black was 15.28. These results highlight the important role of heat treatment temperature and time on color development in nylon sublimation transfer. Concerning sharpness, the samples subjected to higher temperature heat treatment exhibited fewer color spreading phenomena around lines. Thus, dyeing properties and fastness can be enhanced by elongating time at low temperatures and shortening time at high temperatures; however, considering production time constraints as well as the need to produce industrially marketable quantities, the findings of this study suggest that the heat treatment temperature most suitable for nylon sublimation transfer is $187^{\circ}C$ for a duration of 50 seconds.

Three-Dimensional Skin Tissue Printing with Human Skin Cell Lines and Mouse Skin-Derived Epidermal and Dermal Cells

  • Jin, Soojung;Oh, You Na;Son, Yu Ri;Kwon, Boguen;Park, Jung-ha;Gang, Min jeong;Kim, Byung Woo;Kwon, Hyun Ju
    • Journal of Microbiology and Biotechnology
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    • v.32 no.2
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    • pp.238-247
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    • 2022
  • Since the skin covers most surfaces of the body, it is susceptible to damage, which can be fatal depending on the degree of injury to the skin because it defends against external attack and protects internal structures. Various types of artificial skin are being studied for transplantation to repair damaged skin, and recently, the production of replaceable skin using three-dimensional (3D) bioprinting technology has also been investigated. In this study, skin tissue was produced using a 3D bioprinter with human skin cell lines and cells extracted from mouse skin, and the printing conditions were optimized. Gelatin was used as a bioink, and fibrinogen and alginate were used for tissue hardening after printing. Printed skin tissue maintained a survival rate of 90% or more when cultured for 14 days. Culture conditions were established using 8 mM calcium chloride treatment and the skin tissue was exposed to air to optimize epidermal cell differentiation. The skin tissue was cultured for 14 days after differentiation induction by this optimized culture method, and immunofluorescent staining was performed using epidermal cell differentiation markers to investigate whether the epidermal cells had differentiated. After differentiation, loricrin, which is normally found in terminally differentiated epidermal cells, was observed in the cells at the tip of the epidermal layer, and cytokeratin 14 was expressed in the lower cells of the epidermis layer. Collectively, this study may provide optimized conditions for bioprinting and keratinization for three-dimensional skin production.

3D printed midsole design according to the sole types of elementary school students

  • Lim, Ho Sun
    • The Research Journal of the Costume Culture
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    • v.24 no.3
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    • pp.315-323
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    • 2016
  • The present study is intended to study sole types necessary for shoe designs for elementary school students that are in age groups in growth periods, and 3D midsole design utilizing 3D printing technology. This study analyzed data from the 3D measurement of the feet of 1,227 elementary school students aged 7-13 years residing in the capital region conducted as part of the 6th Anthropometry of Size Korea. In addition, 3D midsoles by sole type were designed utilizing a Rhino CAD, and midsole prototypes were output utilizing a Zortrax-M200 3D Printer. Through a cluster analysis of sole shapes by type, sole shapes were classified into three types. Type 1 has small values of foot lengths and foot breadths, with large toe 1 angles and high arch heights. Type 2 has intermediate values of foot lengths and foot breadths, with small toe 1 angles and high arch heights. Type 3 has large values of foot lengths and foot breadths with small toe 1 angles and low arch heights. On reviewing the results of design of 3D midsoles by sole type, it can be seen that the midsoles were designed according to characteristics by sole type. The results of the sole type analysis in the present study are expected to be meaningful as basic data for the development of shoe insoles for elementary school students.

The Development of Textile Design and The Manufacture of Cultural Merchandise by Using Lotus Flower Patterns(II) (연꽃 문양을 이용한 직물디자인 개발 및 문화상품 제작(II))

  • Jung, Jin-Soun
    • Fashion & Textile Research Journal
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    • v.6 no.4
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    • pp.421-426
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    • 2004
  • In an information-oriented and internationalized society of the future, the quality and the price of goods made by each country will be equalized. That eliminates competition. But the design and appearance of products is an important factor in international competition. Indeed, design symbolizes a country's culture visually, and it can show the cultural identity and originality of a nation in international society. And that will play an important part that can contribute to creating added value. It is necessary to revive our people's old lyrical stories which are far away from our memory, and we badly need design development to revive traditional cultural merchandise through visual modernization. In this study, I chose lotus as the subject material of textile design development. And my intention for this study is to reflect Korean traditional cultural value as much as I can, and to develop textile design of Korean images by adding modern scenes. Also, I intend to print them on fabric, and apply them to cultural merchandise including scarves and ties, by using digital textile printing systems. The reasons for doing so, are to create high added value, and to let other peoples of the world, know about our excellent culture.

A Study on the Design of Pop Art Applied to T-Shirt (티셔츠에 표현된 팝아트 디자인 연구)

  • Kim, Eun-Ha;Cho, Jean-Suk
    • The Research Journal of the Costume Culture
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    • v.16 no.3
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    • pp.409-424
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    • 2008
  • This study intends to analyze T-shirt designs, particularly in connection with pop art. 444 pieces of T-shirts which conveyed the pop art spirits of well-known designers were selected for five years from 2001 to 2005, through fashion magazines(Collection: Dong-ah TV, Collezioni: Italy). The findings are as follows. As for formative characteristics of pop art in T-shirts, previous studies were analyzed to set classifications criteria such as popularization of images, eroticism, lettering and graffiti, assemblage. The design factor of the image popularization includes everyday images, cartoon, celebrities, and caricature. Everyday images ranked first followed by cartoon, caricature and celebrities. The design factor of eroticism ranges from the see-through look, partial exposure of human body, symbolization of underwear, and to printing of sexy images. The see-through look was ranked first, followed by partial exposure of human body, symbolization of underwear, and printing of sexy images. The design factor of lettering and graffiti encompasses letters, numbers, symbols and logos. Adoption of letters, numbers or symbols was ranked first, followed by brand logos and graffiti. The design factor of Assemblage is closely related to a three-dimensional effect. Varied expressions are possible: combination of two different textiles and fusion of textile and non-textile. Combination of two different textiles are higher than fusion of textile and non-textile.

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Study on Collage Techniques Applied to Contemporary Fashion (현대패션에 수용된 콜라주의 표현기법에 관한 연구)

  • Kim, Sun-Young
    • The Research Journal of the Costume Culture
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    • v.20 no.2
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    • pp.129-143
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    • 2012
  • This study focuses on the application of collage techniques to contemporary fashion and intends to show that collage techniques have a significant influence on contemporary fashion, leading to a more creative design aesthetic through the combination of fashion and art. The author carried out an empirical analysis focusing on domestic and global fashion collections from 2000S/S to 2010F/W, fashion publications, and internet data, along with a literature review. As a result, the papier-colle approach, as represented by cubism, showed a creative surface effect through the texture of the paper itself by applying real paper and other materials directly to the clothing items. Second, Dadaist ready-made expressed a distortion of the material and freedom of expression by creating a collage with ready-made fashion items and daily necessities. Third, a photomontage expressed unique images by printing various images of photos that contrasted in perspective. In addition to this, beauty in dissonance and a new sense of space by a collage of disparate material. Fourth, decalcomanie was expressed by printing methods, giving a stable image of the symmetry of the perfect landscape as well as the unintended effect of coincidence in abstract images and particular textures. Fifth, assemblage as the representative collage technique of pop art introduced the overall object itself or modified form by combining it with fashion to express three-dimensional aggregate structures.

Study on e-Book Business Strategy in Information & Communication Industry (정보통신산업으로서 e-Book 비즈니스 전략)

  • Park, Jae-Sue;Kim, Hak-Jin;Ahn, Young-Jik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.9
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    • pp.2057-2065
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    • 2014
  • New business The e-book industry is creating a convergence of ICT and printing culture. Even so, the system changes is not great in Korea. Global market players are going to creating a membership or community-type business model to take advantage of the terminal, platform, network, but the creative content production in Korea is limited. Since the discussion is limited to such devices or network services most, we suggest the possibility of modeling a multi-faceted. And the development of technology and services platform content is also important as a strategic approach to the development of the e-book industry. Most of all, we propose the application of content, technologies and services are developed.

A Study on Printing of Naju in the Chosun dynasty (조선시대 나주(羅州)의 인쇄문화에 관한 연구)

  • Ahn, Hyeon-Ju
    • Journal of Korean Library and Information Science Society
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    • v.43 no.1
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    • pp.417-438
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    • 2012
  • This study is carried out to investigate the printing culture in current Chollanamdo province. Searching the publication in Naju during the Chosun dynasty, 89 titles were found, where publication had begun from early Koryo dynasty. Active Publication was initiated from the era of King Jungjong and many books were published in 16th and 19th centuries. Many Confucian books were published dominantly in the first half of the Chosun dynasty, and collective literature and genealogical records in the later half. In the first half of the dynasty, most of books were published by the order of a king, the officer of province, or an individual, and, in the later half, increasingly collective literature and genealogical records were published by an individual or a family. Also woodblocks were used in the first half of the dynasty, wooden types in the later half.

The Role of Computer Technologies in Contemporary Jewelry

  • Romanenkova, Julia;Bratus, Ivan;Gnatiuk, Liliia;Zaitseva, Veronika;Karpenko, Olga;Misko, Nataliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.71-76
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    • 2022
  • The article aims to consider the role of computer technologies in contemporary jewelry art. The importance of computer programming, 3D-modeling and 3D-printing for the process of jewelry creating, its advertising and sales is emphasized. Both the positive features of the possibility of using computer technologies in jewelry and their shortcomings are considered. The process of changing the nature of jewelry design after the start of the use of digital technologies is highlighted. The issue of changing the perception and evaluation of a work of jewelry art, the creation of which uses mechanization, has been updated.

Development Of Fashion Cultural Products using Traditional Korean Culture to Enhance Global Competition - Study on Face/Human Images for Digital Textile Printing -

  • Kim, Min-Ja;Lim, Ji-Ah;Yi, Jae-Yoon;Choi, Kyung-Hee
    • International Journal of Costume and Fashion
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    • v.6 no.2
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    • pp.11-27
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    • 2006
  • The purpose of this study is to develop highly valued fashion cultural items using Korean face and human images to enhance global competition. The methods of this study include: historical study on the face/human images which appear on the dress; design by stage according to Lamb & Kallal's apparel design process; development of products using digital textile printing technology; and case study by objective evaluation through Grant's alpha-beta model. The procedure and the results of this study are as follows: First, in the problem identification stage, the need to develop fashion cultural products of Korean face/human images which are symbolic, aesthetic, and functional was recognized in order to enhance global competition. Second, in the preliminary idea stage, the fashion cultural products and the components that meet the above 3 standards for design were determined and first design was drawn up. The source of the design was extrapolated from face/human images, which appeared on the murals of the ancient Korea, the portraits and custom paintings from the Chosun Dynasty. From these images, a total of 7 design series of T-shirts with an "ULGUL" logo, scarves, and artwalls were developed using "obangsaek" which are five Korean traditional colors including red, blue, black. white, and yellow on cottons and silks. Third, in the design refinement stage, based on the preference survey, more varying design methods were used to develop 25 new designs. Fourth, in prototype development stage, based on the preference survey conducted on fashion professionals and general public from the previous stage, which showed preference for T-shirts and scarves, 3 designs on T-shirts and 2 designs on scarves were printed and produced using the DTP (Digital Textile Printing). Fifth, in the evaluation stage, Grant's alpha-beta model was used to perform comparative evaluation on the symbolic, aesthetic, and functional criteria of the new designs over the existing ones. The new designs received excellent results in all three criteria and a special recognition was given to symbolism of the new designs.